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Darkhorse 1-6

Engine Sound Stays on When Engine is Off.

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On the Generic Landing Craft addon, i can't figure out why the engine sound is always on. Maybe I have just stared at it too long. Any help would be appreciated.

Config

// config.bin - 19:49:29 05/06/10, generated in 0.04 seconds

// Generated by unRap v1.06 by Kegetys

// Separate rootclasses: Disabled, Automatic comments: Enabled

class CfgPatches {

class bk12_naval {

units[] = {LCU};

requiredAddons[] = {"CAWater", "CACharacters", "CAWeapons", "CA_Anims_Char"};

};

};

class Rotation {

type = "rotation";

memory = 1;

minValue = 0;

maxValue = 1;

angle0 = 0;

angle1 = 1;

};

class CfgSkeletons {

class Default {

isDiscrete = 1;

skeletonInherit = "";

skeletonBones[] = {};

};

class LCUBones : Default {

isDiscrete = 1;

skeletonInherit = "";

skeletonBones[] = {"ballon", "", "Ramp", "", "lcuramp", "", "volant", "", "radar", "", "kompas", "", "fuel", "", "hodinova", "", "minutova", "", "mph", "", "rpm", "", "rpm2", "", "reload", "", "trigger", "", "magazine", "", "schraube", "", "zasleh", "", "ammo_belt", "", "zbytek", "", "propeller", "", "otocvez", "", "otochlaven", "otocvez"};

};

};

class cfgModels {

class Default {

sectionsInherit = "";

sections[] = {};

skeletonName = "";

};

class allvehicle : Default {

sectionsInherit = "";

sections[] = {};

skeletonName = "";

};

class Ship : allvehicle {

sectionsInherit = "allvehicle";

sections[] = {"otocvez", "otochlaven", "radar", "kompas", "fuel", "hodinova", "minutova", "mph", "rpm", "rpm2", "zbytek", "zasleh"};

skeletonName = "";

};

class bk12_Ship : Ship {

sectionsInherit = "ship";

sections[] = {"Radar", "otochlaven", "otocvez", "lcuramp", "Ramp", "radar", "kompas", "fuel", "hodinova", "minutova", "mph", "rpm", "rpm2", "zbytek", "zasleh"};

skeletonName = "";

};

class LCU : bk12_Ship {

skeletonName = "LCUBones";

sectionsInherit = "bk12_ship";

sections[] = {"Radar", "otochlaven", "otocvez", "lcuramp", "Ramp", "radar", "kompas", "fuel", "hodinova", "minutova", "mph", "rpm", "rpm2", "zbytek", "zasleh"};

class Animations {

class otocvez {

type = "rotationY";

source = "mainTurret";

selection = "otocvez";

axis = "osaveze";

animPeriod = 0;

memory = 1;

minValue = "rad -50";

maxValue = "rad +50";

angle0 = "rad -50";

angle1 = "rad +50";

};

class otochlaven {

type = "rotationX";

source = "mainGun";

selection = "otochlaven";

axis = "osahlavne";

animPeriod = 0;

memory = 1;

minValue = "rad -100";

maxValue = "rad +100";

angle0 = "rad -100";

angle1 = "rad +100";

};

class sensors_turret : otocvez {

source = "sensors_turret";

selection = "sensors_turret";

axis = "flakt_axis";

};

class sensors : otochlaven {

source = "sensors";

selection = "sensors";

axis = "flakg_axis";

};

class lcuramp {

type = "rotation";

animPeriod = 10;

source = "lcuramp_src";

selection = "Ramp";

axis = "RampPivot";

angle0 = 0;

angle1 = 1.4;

};

class radar {

type = "rotation";

animPeriod = 2;

source = "radar";

sourceAddress = "loop";

selection = "Radar";

axis = "osa radaru";

angle0 = 0;

angle1 = "rad +360";

};

class IndicatorCompass : Rotation {

source = "direction";

selection = "kompas";

axis = "osa_kompas";

memory = "true";

minValue = -3.14159;

maxValue = 3.14159;

angle0 = -3.14159;

angle1 = 3.14159;

};

class IndicatorFuel {

type = "rotation";

source = "fuel";

memory = 1;

selection = "fuel";

axis = "osa_fuel";

angle0 = "0";

angle1 = 2.007129;

minValue = 0;

maxValue = 2.00713;

};

class WatchHour : Rotation {

source = "clockHour";

selection = "hodinova";

axis = "osa_time";

memory = "true";

angle1 = 6.283185;

};

class WatchMinute : Rotation {

source = "clockMinute";

selection = "minutova";

axis = "osa_time";

memory = "true";

angle1 = 6.283185;

};

class IndicatorSpeed : Rotation {

source = "speed";

selection = "mph";

axis = "osa_mph";

memory = "true";

maxValue = 55;

angle1 = 5.712389;

};

class IndicatorRPM : Rotation {

source = "rpm";

selection = "rpm";

axis = "osa_rpm";

memory = "true";

minValue = 0;

maxValue = 4.712389"";

};

class IndicatorRPM2 : IndicatorRPM {

selection = "rpm2";

axis = "osa_rpm2";

};

class DrivingWheel {

type = "rotation";

source = "drivingWheel";

selection = "volant";

axis = "osavolantkon";

memory = "true";

angle0 = "rad -180";

angle1 = "rad 180";

minValue = -2.00015;

maxValue = 2.00015;

};

class damageHide {

type = "hide";

source = "damage";

selection = "damageHide";

};

class radar_damage : damageHide {

selection = "radar";

};

class ramp_damage : damageHide {

selection = "ramp";

};

class otocvez_damage : damageHide {

selection = "otocvez";

};

class otochlaven_damage : damageHide {

selection = "otochlaven";

};

};

};

};

class CfgVehicleClasses {

class bk12_naval {

displayName = "naval units";

};

};

class CfgVehicles {

class AllVehicles; // External class reference

class Ship; // External class reference

class bk12_Ship : Ship {

unitInfoType = "UnitInfoSoldier";

scope = 0;

type = 1;

vehicleClass = "bk12_naval";

class HitEngine {

armor = 1.2;

material = 60;

name = "engine";

visual = "engine";

passThrough = 1;

};

class HitBody {

armor = 1.2;

material = 60;

name = "hull";

visual = "hull";

passThrough = 1;

};

class NewTurret; // External class reference

class Turrets; // External class reference

class ViewPilot; // External class reference

class Viewgunner; // External class reference

nameSound = "boat";

};

class lcu : bk12_Ship {

scope = 2;

mapSize = 25;

unloadInCombat = 0;

displayName = "LCU GENERIC";

vehicleClass = "bk12_naval";

soundEngine[] = {"\bk12_lcu\snd\engine.ogg", 1.25893, 0.8};

soundEnviron[] = {"\bk12_lcu\snd\amb.ogg", 1, 0.7};

extCameraPosition[] = {0, 5, -30};

driverIsCommander = 1;

hasGunner = 1;

hideWeaponsDriver = 1;

hideWeaponsCargo = 0;

ejectDeadGunner = 1;

ejectDeadCargo = 1;

ejectDeadDriver = 1;

hiddenSelections[] = {"dam", "n2", "n3"};

driverAction = "RHIB_Driver";

driverCanSee = 2+8+16+1;

gunnerCanSee = 2+4+8+16+1;

memoryPointDriver = "{""pilot""}";

memoryPointsGetInDriver = "pos driver";

memoryPointsGetInDriverDir = "pos driver dir";

memoryPointsGetInCargo = "pos_cargo";

memoryPointsGetInCargoDir = "pos_cargo_dir";

getInRadius = 15;

insideSoundCoef = 0.05;

irScanRangeMin = 500;

irScanRangeMax = 4000;

irScanToEyeFactor = 1;

side = 1;

threat[] = {0.8, 1, 0.8};

type = 1;

minSpeed = -0.5;

maxSpeed = 60;

secondaryExplosion = 1;

steerAheadSimul = 2.2;

steerAheadPlan = 2.4;

predictTurnSimul = 2.6;

predictTurnPlan = 2.8;

precision = 50;

brakeDistance = 50;

animated = 1;

class Library {

libTextDesc = "$STR_BK12_LIB_Lcu";

};

memoryPointCameraTarget = "pilot";

memoryPointcommanderOptics = "pilot";

transportSoldier = 45;

typicalCargo[] = {"USMC_Soldier", "USMC_Soldier_AT"};

cargoAction[] = {"RHIB_cargo"};

crew = "USMC_LHD_Crew_Blue";

accuracy = 0.95;

camouflage = 14;

fuelCapacity = 500;

model = "\bk12_lcu\LCU.p3d";

cost = 2000000;

armor = 60;

damageResistance = 0.00242;

armorStructural = 1.0;

enableGPS = 1;

class Turrets {

class mainTurret : NewTurret {

body = "otocvez";

gun = "otochlaven";

animationSourceBody = "mainTurret";

animationSourceGun = "mainGun";

gunnerAction = "m2_Gunner";

castGunnerShadow = 1;

ejectDeadGunner = 1;

outGunnerMayFire = 1;

inGunnerMayFire = 1;

proxyType = "CPGunner";

proxyIndex = 1;

primaryGunner = 1;

minElev = -4;

maxElev = 35;

initElev = 0;

minTurn = -25;

maxTurn = 15;

initTurn = 0;

commanding = 1;

gunBeg = "usti hlavne";

gunEnd = "konec hlavne";

weapons[] = {"m2"};

magazines[] = {"100Rnd_127x99_M2", "100Rnd_127x99_M2", "100Rnd_127x99_M2", "100Rnd_127x99_M2", "100Rnd_127x99_M2"};

gunnerName = "Deck Gunner";

memoryPointGunnerOptics = "gunnerview";

memoryPointGun = "usti hlavne";

selectionFireAnim = "zasleh";

showgunneroptics = 1;

gunnerForceOptics = 0;

startEngine = 0;

class ViewPilot {

initAngleX = 15;

minAngleX = 25;

maxAngleX = 55;

initAngleY = 0;

minAngleY = -85;

maxAngleY = 85;

};

class ViewOptics {

initAngleX = 10;

minAngleX = 5;

maxAngleX = 45;

initAngleY = 0;

minAngleY = -100;

maxAngleY = 100;

initFov = 0.6;

minFov = 0.22;

maxFov = 0.9;

};

class ViewGunner {

initAngleX = 20;

minAngleX = 15;

maxAngleX = 60;

initAngleY = 0;

minAngleY = -85;

maxAngleY = 85;

initFov = 0.75;

minFov = 0.6;

maxFov = 0.9;

};

};

};

class AnimationSources {

class radar {

source = "time";

sourceAddress = "loop";

animPeriod = 5;

};

class lcuramp_src {

source = "user";

animPeriod = 3;

initPhase = 0;

};

};

class UserActions {

class Openramp {

displayName = "Lower Ramp";

position = "RampSwitch";

radius = 30.0;

onlyForPlayer = 0;

condition = "this animationPhase ""lcuramp"" < 0.5";

statement = "this animate [""lcuramp"", 1]";

};

class Closeramp {

displayName = "Raise Ramp";

position = "RampSwitch";

radius = 30.0;

onlyForPlayer = 0;

condition = "this animationPhase ""lcuramp"" >= 0.5";

statement = "this animate [""lcuramp"", 0]";

};

};

class EventHandlers {

Init = "_this exec ""\bk12_lcu\flag.sqs"" ";

engine = " _this exec ""\bk12_lcu\engwat.sqs"" ";

};

class CargoLight {

ambient[] = {0.6, 0, 0.15, 1};

brightness = 0.007;

color[] = {0, 0, 0, 0};

position = "cargolight";

direction = "cargostrahl";

hitpoint = "cargolight";

selection = "cargolight";

size = 1.2;

};

class Reflectors {

class front {

color[] = {0.9, 0.8, 0.8, 1.0};

ambient[] = {0.1, 0.1, 0.1, 1.0};

position = "svetlo pp";

direction = "konec svetla pp";

hitpoint = "svetlo pp";

selection = "svetlo pp";

size = 2.2;

brightness = 2.95;

};

};

class Damage {

tex[] = {};

mat[] = {"bk12_lcu\side.rvmat", "bk12_lcu\side.rvmat", "bk12_lcu\side_destruct.rvmat", "bk12_lcu\back.rvmat", "bk12_lcu\back.rvmat", "bk12_lcu\back_destruct.rvmat", "bk12_lcu\bulk_t.rvmat", "bk12_lcu\bulk_t.rvmat", "bk12_lcu\bulk_t_destruct.rvmat", "bk12_lcu\bulk.rvmat", "bk12_lcu\bulk.rvmat", "bk12_lcu\bulk_destruct.rvmat", "bk12_lcu\inside.rvmat", "bk12_lcu\inside.rvmat", "bk12_lcu\inside_destruct.rvmat", "bk12_lcu\bottom.rvmat", "bk12_lcu\bottom.rvmat", "bk12_lcu\bottom_destruct.rvmat", "bk12_lcu\grey.rvmat", "bk12_lcu\grey.rvmat", "bk12_lcu\grey_destruct.rvmat", "bk12_lcu\tap.rvmat", "bk12_lcu\tap.rvmat", "bk12_lcu\tap_destruct.rvmat"};

class strategic; // External class reference

class CfgNonAIVehicles : strategic {

class ProxyFlag; // External class reference

class Flagcarriercore; // External class reference

class ProxyWeapon; // External class reference

class ProxyFlag_Auto : ProxyFlag {

model = "\ca\wheeled\flag_auto";

};

class Proxypbx : ProxyWeapon {

model = "\ca\water\pbx";

simulation = "Building";

};

};

};

};

};

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Just tested the RHIB, engine sound shuts off when engine is turned off.

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Then you may have to upgrade the config to ArmA2 type of sound definitions.

The older style "soundEngine[]=" may be the problem

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I opened up one of the BIS boats config files to see where i was going wrong. I think I found it. Tomorrow, I gotta figure out how to work it into my config without screwing anything up.

// config.bin - 01:43:29 05/08/10, generated in 0.02 seconds

// Generated by unRap v1.06 by Kegetys

// Separate rootclasses: Disabled, Automatic comments: Enabled

class CfgPatches {

class CAWater2_smallboat_1 {

units[] = {"Small boat 1", "Small boat 2"};

weapons[] = {};

requiredVersion = 0.1;

requiredAddons[] = {"CAWater2"};

};

};

class CfgVehicles {

class Ship; // External class reference

class Smallboat_1 : Ship {

displayName = $STR_DN_SMALLBOATA;

crew = "Worker1";

typicalCargo[] = {"Worker1"};

class Library {

libTextDesc = $STR_LIB_SMALLBOAT;

};

side = 3;

faction = CIV;

model = "\CA\water2\small_boat\smallboat_1";

picture = "\ca\water2\data\ui\picture_smallboat_CA.paa";

Icon = "\Ca\water2\Data\UI\icon_smallboat_ca.paa";

mapSize = 5;

driverAction = "SB_Driver";

cargoAction[] = {"SB_Cargo"};

cargoIsCoDriver[] = {0};

ejectDeadCargo = 1;

ejectDeadDriver = 0;

maxSpeed = 10;

transportSoldier = 5;

cost = 10000;

armor = 10;

damageResistance = 0.00882;

class Turrets {};

vehicleClass = "Ship";

scope = 2;

accuracy = 0.5;

soundEnviron[] = {"", 0.00562341, 1.0};

class SoundEvents {};

soundEngineOnInt[] = {"\ca\sounds\Vehicles\Water\SMALL_BOAT\ext-slowboat-engine-start-03", 0.177828, 1.0, 200};

soundEngineOnExt[] = {"\ca\sounds\Vehicles\Water\SMALL_BOAT\ext-slowboat-engine-start-03", 0.177828, 1.0, 200};

soundEngineOffInt[] = {"ca\sounds\vehicles\Water\SMALL_BOAT\ext-slowboat-engine-stop-03", 0.177828, 1.0, 200};

soundEngineOffExt[] = {"ca\sounds\vehicles\Water\SMALL_BOAT\ext-slowboat-engine-stop-03", 0.177828, 1.0, 200};

class Sounds {

class Engine {

sound[] = {"ca\sounds\vehicles\water\small_boat\ext-slowboat-engine-low-04", 1.0, 1.0, 350};

frequency = "(randomizer*0.05+0.95)*rpm";

volume = "engineOn*(rpm factor[0.5, 0.1])";

};

class EngineHighOut {

sound[] = {"ca\sounds\vehicles\water\small_boat\ext-slowboat-engine-hi-03", 1.0, 1.0, 400};

frequency = "(randomizer*0.05+0.95)*rpm";

volume = "engineOn*(rpm factor[0.35, 1.5])";

};

class IdleOut {

sound[] = {"ca\sounds\vehicles\water\small_boat\ext-slowboat-engine-idle-04", 0.1, 1.0, 150};

frequency = "1";

volume = "engineOn*(rpm factor[0.3, 0])";

};

class WaternoiseOutW0 {

sound[] = {"ca\sounds\vehicles\water\water_sfx\ext-water-noise-nospeed", 0.251189, 1.0, 100};

frequency = "1";

volume = "((speed factor[0, 8]) min (speed factor[8, 0]))";

};

class WaternoiseOutW1 {

sound[] = {"ca\sounds\vehicles\water\water_sfx\ext-boat-lospd-noise-02", 0.316228, 1.0, 100};

frequency = "1";

volume = "((speed factor[2, 12]) min (speed factor[12, 2]))";

};

class WaternoiseOutW2 {

sound[] = {"ca\sounds\vehicles\water\water_sfx\ext-boat-hispd-noise-02", 0.398107, 1.0, 100};

frequency = "1";

volume = "((speed factor[9, 18.7]) min (speed factor[18.7, 9]))";

};

};

supplyRadius = 3;

textSingular = "Ship";

textPlural = "Ships";

class Exhausts {

class Exhaust1 {

position = "vyfuk start";

direction = "vyfuk konec";

effect = "ExhaustsEffect";

};

};

class Reflectors {};

class Damage {

tex[] = {};

mat[] = {"ca\water2\small_boat\data\smallboat_001.rvmat", "ca\water2\small_boat\data\smallboat_damage.rvmat", "ca\water2\small_boat\data\smallboat_destruct.rvmat"};

};

extCameraPosition[] = {0, 4.0, -14.0};

};

class smallboat_2 : Smallboat_1 {

displayName = $STR_DN_SMALLBOATB;

model = "\CA\water2\small_boat\smallboat_2";

};

};

Edited by Darkhorse 1-6

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Ok, putting this into it fixed the issue. Now to tweak it to use the right sound, and I'm done.

For future reference, when converting ArmA 1 ships you MIGHT need to put this in your config for the engine sounds to work right. (Thanks to Eddie & Austin for helping me fix this issue)

		soundEngineOnInt[] = {"ca\sounds\vehicles\water\rhib\ext-boat-start-01", 0.1, 1.0};
	soundEngineOnExt[] = {"ca\sounds\vehicles\water\rhib\ext-boat-start-01", 1.0, 1.0, 150};
	soundEngineOffInt[] = {"ca\sounds\vehicles\water\rhib\ext-boat-stop-01", 0.1, 1.0};
	soundEngineOffExt[] = {"ca\sounds\vehicles\water\rhib\ext-boat-stop-01", 1.0, 1.0, 150};

	class Sounds {
		class Engine {
			sound[] = {"ca\sounds\vehicles\water\rhib\ext-boat-engine-low-01", db0, 0.9, 300};
			frequency = "(randomizer*0.05+0.95)*rpm";
			volume = "engineOn*(rpm factor[0.5, 0.1])";
		};

		class EngineHighOut {
			sound[] = {"ca\sounds\vehicles\water\rhib\ext-boat-engine-high-01", db0, 0.8, 300};
			frequency = "(randomizer*0.05+0.95)*rpm";
			volume = "engineOn*(rpm factor[0.4, 1.3])";
		};

		class IdleOut {
			sound[] = {"ca\sounds\vehicles\water\rhib\ext-boat-engine-idle-03", 0.562341, 1.0, 150};
			frequency = "1";
			volume = "engineOn*(rpm factor[0.3, 0])";
		};

		class WaternoiseOutW0 {
			sound[] = {"ca\sounds\vehicles\water\water_sfx\ext-water-noise-nospeed", 0.398107, 1.0, 100};
			frequency = "1";
			volume = "(speed factor[7, 0])";
		};

		class WaternoiseOutW1 {
			sound[] = {"ca\sounds\vehicles\water\water_sfx\ext-boat-lospd-noise-02", 0.398107, 1.0, 100};
			frequency = "1";
			volume = "((speed factor[2, 12]) min (speed factor[12, 2]))";
		};

		class WaternoiseOutW2 {
			sound[] = {"ca\sounds\vehicles\water\water_sfx\ext-boat-hispd-noise-02", 0.398107, 1.0, 100};
			frequency = "1";
			volume = "(speed factor[9, 18.7])";
		};
	};

Edited by Darkhorse 1-6

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?

#1 tool for an addon maker is a copy of one of the (BIS default) "allconfig" files from DevHeaven.

Have it always open in a tool like Notepad++

Simply use search to find BIS default config setup for each vehicle/object/environment etc.

Invaluable.

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